A Serious Game in Aid of Speech Recognition

Total Page:16

File Type:pdf, Size:1020Kb

A Serious Game in Aid of Speech Recognition SpeechIsHard - A Serious Game in Aid of Speech Recognition Brian Maguire M.A.I. Supervisor: Dr. Saturnino Luz Trinity College Dublin submitted to the University of Dublin, Trinity College, May 21, 2015 Declaration I, Brian Maguire, declare that the following dissertation, except where oth- erwise stated, is entirely my own work; that it has not previously been sub- mitted as an exercise for a degree, either in Trinity College Dublin, or in any other University; and that the library may lend or copy it or any part thereof on request. May 21, 2015 Brian Maguire i Summary This project aimed to research, design and build a serious game that would aid in speech recognition research. The end product is SpeechIsHard, avail- able on the Google Playstore. It is a two player gamification of a map tasks, a popular experiment used in speech research. The report outlines the re- search into speech recognition, mobile game design and serious games. Research into speech recognition focused on areas where a serious game, or game with a purpose could be of help. The map task design was chosen due to the ease at which it could be converted into a game and the experiment's future use in the field, as a method of collecting realistic speech data. The report also looks into the designs used in the current popular mobile games. This research focuses on the aspects of the design which have been described as addictive. It was the aim of this research to pinpoint the key features of a mobile game that makes them widely popular and make use of it in the game design. The report includes a look at the field of serious games, or more gen- erally gamification. It looks at what serious games are, and what their being used for today. The report outlines the final design chosen, as well as an ear- lier design. The designs were based on what was learned from the research undertaken. The final design of SpeechIsHard was then implemented. This report describes some of the technical challenges which the design presents and the solutions that were found for them. The finished implementation ii was then evaluated by way of a survey. The survey's results showed that the game concept was an enjoyable one. The survey also highlighted several flaws. Among them was some issues with the games poor graphics and frustration caused by slow communication offered by the speech recognition. The survey also asked participants about their experience with speech recognition. One comment given in the survey provides interesting further work, of how people change their speech when communicating through a recognition system. The Report finally concludes by saying that in the aims of producing an enjoyable game concept, that might improve speech recognition technology through its play, this project has been some what successful. This comes with the caveat that SpeechIsHard's ability to function as a research tool is not evaluated. The project only evaluates SpeechIsHard on its merits as a game. The report goes on to suggest further work, including further development on the game to address some issues that came up during the evaluation, as well as some different fields in which SpeechIsHard, or a game like it may be of use. iii Abstract This report describes the design and build of a serious game to aid in speech recognition. It covers a brief review of speech recognition technology, how it works and how it might be improved by a game. The final game is available on the playstore under the name SpeechIsHard, and is a two player game that connects players over the Internet. It is loosely based on a gamification of a map task, an experiment used in speech recognition research. The game should allow for the collection of a corpus of speech data as people play. The report includes an evaluation survey on the enjoyability of the game. This evaluation suggests that the game concept has potential as an enjoyable game. SpeechIsHard has the advantage over normal map task experiments in that it provides a much greater scale of use. Acknowledgements I would like to thank Dr. Saturnino Luz for his help and guidence on this project. A special thanks to those that gave their time and took part in the survey. I would also like to thank my family and friends for their love and support. i Contents 1 Introduction 1 1.1 Background . 1 1.1.1 Treadris . 1 1.1.2 Mobile Gaming . 2 1.1.3 Speech Recognition . 3 1.2 Outline . 3 2 Research 5 2.1 Speech Recognition . 5 2.1.1 The Speech Recognition Process . 6 2.1.2 Speech Recognition Evaluation . 9 2.1.3 Map Tasks . 10 2.1.4 Possible Areas of Work . 12 2.2 Gamification & Serious Games . 13 2.3 Game Design and Mobile Gaming . 14 2.3.1 Top Current Mobile Games . 14 2.3.2 Hedonic Adaption . 16 2.3.3 The Zeigarnik Effect . 18 2.3.4 Behavioral Game Design and The Skinner Box . 19 ii 3 Ethics 22 3.1 Addictive Properties . 23 3.2 Data Protection . 24 4 Design 25 4.1 Early Design . 25 4.2 Final Design . 27 4.2.1 Limitations . 30 5 Implementation 32 5.1 Communication . 32 5.1.1 Communication Requirements . 33 5.1.2 Peer 2 Peer . 34 5.1.3 Google Play Games Services (GPGS) . 36 5.2 Speech Recognition . 37 5.2.1 Recognition Requirements . 38 5.3 3d Game Engine . 40 5.3.1 Android Graphics . 40 5.3.2 Unity Game Engine . 41 5.4 Android App . 42 6 Evaluation 45 6.1 Survey . 45 6.2 Discussion . 46 6.2.1 Positive Feedback . 47 6.2.2 Negative Feedback . 49 6.3 Limitations of The Evaluation . 51 iii 7 Conclusions 52 7.1 Further Works . 53 7.1.1 Further Game Development . 53 7.1.2 New Fields of Research . 54 A Evaluation Survey 60 B Survey Results 65 iv List of Figures 1.1 A screen shot from the original Treadris game (20) . 2 2.1 A HMM based speech recogniser from (10) . 7 2.2 Each Phone has a HMM which produces feature vectors (10) 8 2.3 The Map used in (19) . 11 2.4 Screen shot of HabitRPG showing To-Do tasks as characters (12) . 13 2.5 Candy Crush Saga Game Play . 16 2.6 CCS forces players to pay for extra lives or wait before con- tinuing play . 17 2.7 A Skinner Box with a rat as the specimen . 20 4.1 Early design mock up . 26 4.2 Player 1 (left) & Player 2 (right) . 29 4.3 Flowchart explaining how to play the game . 31 5.1 Nat punch trough from (8) . 37 5.2 Unity work environment . 41 5.3 The Rooms Model (left) & The House Model (right) . 42 5.4 Overview of the technologies and how they interact . 44 6.1 Answers from question 1 & 4 of the survey . 47 v 6.2 Answers from question 10 & 14 of the survey . 48 6.3 Answers from question 2 & 7 of the survey . 50 6.4 Answers from question 17 & 15 of the survey . 51 vi Chapter 1 Introduction In the following chapter I will introduce the project, by describing some of the background and the motivation for choosing this subject. I will then go on to give an overview of what is to be expected throughout the rest of the report. 1.1 Background 1.1.1 Treadris This project is based on the serious game Treadris. The aim of the game is to correct results produced from a speech recognition system. The results were shown to the player as word lattices that would start at the top of the screen and move steadily back and towards the bottom of the screen. If not corrected by the time it reached the end of the screen, the word lattice would stay on screen, reducing the amount of time for each subsequent sentence. The player corrections which were likely accurate could then be used to adjust the speech recognition model so that it might not make similar errors in future. The game could also be used as a check for automatic transcriptions of video 1 or podcasts. To progress the ideas started by Treadris, I chose to develop a mobile game for android smart devices that would continue the work of Treadris of being a game for a purpose, that improved speech recognition. Figure 1.1: A screen shot from the original Treadris game (20) 1.1.2 Mobile Gaming I chose to develop a game for the mobile platform in particular. The mobile gaming market has been one of the fastest growing games markets. It has introduced a new type of gaming. Mobile games have taken off with the spread of affordable smart devices. More and more people take a potential gaming machine with them in their pocket as they go about their day. Mobile games are developed to take advantage of the short but many moments of boredom people experience throughout their day. It is my aim with this project to put some of the hours used in playing mobile games to productive use. 2 1.1.3 Speech Recognition Speech recognition has become an important technology for most people. Google Now, Siri, Microsoft's Cortana are all dependant on quick accurate speech recognition. With the advance of wearable technology, such as smart watches, the need for oral interface has become even more important due to their small screens.
Recommended publications
  • What Do Players Do in Idle Games?
    This is a repository copy of Busy doing nothing? What do players do in idle games?. White Rose Research Online URL for this paper: https://eprints.whiterose.ac.uk/135461/ Version: Accepted Version Article: Cutting, Joe Timothy, Gundry, David Edward and Cairns, Paul Antony orcid.org/0000-0002- 6508-372X (2019) Busy doing nothing? What do players do in idle games? International journal of human-Computer studies. pp. 133-144. ISSN 1071-5819 https://doi.org/10.1016/j.ijhcs.2018.09.006 Reuse This article is distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivs (CC BY-NC-ND) licence. This licence only allows you to download this work and share it with others as long as you credit the authors, but you can’t change the article in any way or use it commercially. More information and the full terms of the licence here: https://creativecommons.org/licenses/ Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Busy doing nothing? What do players do in idle games? Joe Cuttinga,∗, David Gundrya, Paul Cairnsa aUniversity of York, Heslington,York, United Kingdom Abstract Idle games – games where waiting for extended periods is an important dynamic – are increasing in popularity. The game Neko Atsume, a mobile game about collecting cats, is an extreme example of this genre where progress can only be achieved when the game is switched off (so-called "progress while gone").
    [Show full text]
  • Playing to Wait: a Taxonomy of Idle Games
    CHI 2018 Paper CHI 2018, April 21–26, 2018, Montréal, QC, Canada Playing to Wait: A Taxonomy of Idle Games Sultan A. Alharthi,1 Olaa Alsaedi,1 Zachary O. Toups,1 Joshua Tanenbaum,2 Jessica Hammer3 1Play & Interactive Experiences for Learning Lab, New Mexico State University, Las Cruces, NM, USA 2 Transformative Play Lab, Department of Informatics, University of California, Irvine, CA, USA 3HCI Institute / Entertainment Technology Center, Carnegie Mellon University, Pittsburgh, PA, USA {salharth, olaa}@nmsu.edu, [email protected], [email protected], [email protected] Figure 1. Sample of idle games featuring different styles of gameplay, interaction, and graphical or text interfaces. From left to right: Cookie Clicker [G50], AdVenture Capitalist [G38], Kittens Game [G16], Clicker Heroes [G66], and Cow Clicker [G39]. Screenshots taken cb author Alharthi. ABSTRACT are typically played in web browsers, on mobile devices, or Idle games are a recent minimalist gaming phenomenon in on a PC. Players progress with minimal-to-no interaction. Idle which the game is left running with little player interaction. games usually involve repeating a simple action (e.g., clicking, We deepen understanding of idle games and their characteris- rubbing, tapping) to accumulate resources as a core mechanic, tics by developing a taxonomy and identifying game features. an action that is regularly performed in play [55]. Most idle This paper examines 66 idle games using a grounded theory games also include mechanics that automate gameplay so the approach to analyze play, game mechanics, rewards, interac- game progresses by itself [50]. Although the interactions are tivity, progress rate, and user interface.
    [Show full text]
  • Cows, Clicks, Ciphers, and Satire
    This is a repository copy of Cows, Clicks, Ciphers, and Satire. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/90362/ Version: Accepted Version Article: Tyler, TRJ (2015) Cows, Clicks, Ciphers, and Satire. NECSUS : European Journal of Media Studies, 4 (1). ISSN 2213-0217 Reuse Unless indicated otherwise, fulltext items are protected by copyright with all rights reserved. The copyright exception in section 29 of the Copyright, Designs and Patents Act 1988 allows the making of a single copy solely for the purpose of non-commercial research or private study within the limits of fair dealing. The publisher or other rights-holder may allow further reproduction and re-use of this version - refer to the White Rose Research Online record for this item. Where records identify the publisher as the copyright holder, users can verify any specific terms of use on the publisher’s website. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Cows, Clicks, Ciphers and Satire Farmville, launched in 2009, is a social game developed by Zynga that can be played on Facebook. The game is, as its name suggests, a farming simulation which allows players to grow crops, raise animals, and produce a variety of goods. Gameplay involves clicking on land tiles in order to plough, plant and then harvest maize, carrots, cabbages or any of a huge variety of crops, both real and fantastic, as well as clicking on cows, sheep, chickens and the like to generate milk, wool, eggs and other products, all of which generates virtual income.
    [Show full text]
  • PDF Download
    Issue 01 – 2012 Journal –Peer Reviewed MELINDA JACOBS Flight 1337 [email protected] Click, click, click, click Zynga and the gamification of clicking Although the era of the social network game ofcially began with the launch of the Facebook Platform in 2007, it wasn’t until 2009 that social network games began to attract the spotlight of mainstream media with the runaway successes of several games. Not surprisingly, since that moment the online gaming industry has been fully occupied with discerning and attempting to replicate the elements that have made those Facebook games fruitful. Both academics and industry members have engaged in a hearty amount of discussion and speculation as to the reasons for the success seen by social network gaming, watching the evolution of the genre as companies have both emerged and retreated from the industry. Despite the large number of games appearing on Facebook by a variety of publishers and developers almost none have come close to meeting or bypass- ing the initial pace set by game developer Zynga. Over the course of just a few years, Zynga has built a company valued at over 15 billion USD with over 200 million monthly active users (MAU) of their games (Woo & Raice, 2011). The next closest game developer is EA at 55 million MAU. EA is one of the frst developers in the past three years to develop a game, The Sims Social with 28 million MAU, that has come close to average MAU counts—30 to 40 mil- lion—of the games released by Zynga (Appdata, 2011). What then is it about Zynga’s games in particular that make them so successful? In the discussion and literature addressing social network gaming and the reception and success of Zynga’s games in particular, three core features of their structural design stand out that are frequently referenced as reasons for the suc- cess of Zynga.
    [Show full text]
  • Wait Wait& Donˇt Play Me: the Clicker Game Genre and Configuring
    InVisible Culture Journal • Issue 30: Poetics of Play Wait Wait… Don’t Play Me: The Clicker Game Genre and Conguring Everyday Temporalities Oscar Moralde1 1UCLA Published on: Apr 18, 2019 DOI: 10.47761/494a02f6.0cf44974 License: Creative Commons Attribution 4.0 International License (CC-BY 4.0) InVisible Culture Journal • Issue 30: Poetics of Play Wait Wait… Don’t Play Me: The Clicker Game Genre and Conguring Everyday Temporalities Clicker Heroes, 2014. "We do not say that we have learnt, and that anything is made new or beautiful by mere lapses of time; for we regard time itself as destroying rather than producing, for what is counted in time is movement, and movement dislodges whatever it affects from its present state."1 “The Time Machine brings cookies from the past, before they were even eaten.”2 Game Genre, Duration, and the Flow of the Everyday Video game aesthetics extend beyond the sights and sounds encoded into datasets for electronic processing into the audiovisual worlds of player experience. They even extend beyond the feel and feelings produced by the cybernetic intersubjective assemblage of player and game at the threshold of the interface, which has become an important site of inquiry for game studies scholars.3 Game aesthetics are strongly situated aesthetics: spatial and temporal contexts not only shape the meanings that players take away from gameplay experience, but they also determine the form and types of experience that unfold in play. For example, in Hamlet on the Holodeck, Janet Murray describes the iconic 1984
    [Show full text]
  • Download This PDF File
    Vol. 10, No. 1 (2019) http://www.eludamos.org The Ontology of Incremental Games: Thinking like the Computer in Frank Lantz’s Universal Paperclips Matthew Schmalzer Eludamos. Journal for Computer Game Culture. 2019; 10 (1), pp. 91–108 The Ontology of Incremental Games: Thinking like the Computer in Frank Lantz’s Universal Paperclips MATTHEW SCHMALZER “Mass media,” Alexander Galloway (2006) claims, has undergone an “upheaval” (p.3). He argues that “what used to be primarily the domain of eyes and looking is now more likely that of muscles and doing” (p.3). Videogames are the catalyst of this supposed shift. Where we once inertly watched media, we now actively play them. However, during gameplay, the player is not the only one that acts; the computer does as well. The computer’s software runs, acting both in response to players’ actions and of its own accord. In Super Mario Bros. (Nintendo, 1985), for example, players’ input makes Mario jump and run, but set the controller down and the enemies continue moving along their determined routes, the music continues playing, and the clock insists on ticking down. All of these actions are algorithmically determined by the computer’s code and require no input from the player. The computer plays even when the player ceases interacting with it, demonstrating an agency of its own that has a very real effect on the player. If the computer’s code determines that an enemy’s path should intersect with Mario’s, the player will likely respond by attempting to evade or attack the algorithmically generated obstacle.
    [Show full text]
  • Mobile Computing
    Mobile computing 10. Cow clicker Martin Drozda Cow clicker 2 Cow clicker „The player is initially given a pasture with nine slots and a single plain cow, which the player may click once every six hours. Each time the cow is clicked, a point also known as a "click" is awarded; if the player adds friends' cows to their pasture, they also receive clicks added to their scores when the player clicks their own cow. As in other Facebook games, players are encouraged to post announcements to their news feed whenever they click their cow. A virtual currency known as "Mooney" can be bought with Facebook Credits; it can be used to purchase special "premium" cow designs, and the ability to skip the six-hour time limit that must be waited before the cow can be clicked again.“ Zdroj: https://en.wikipedia.org/wiki/Cow_Clicker 3 Cow clicker „Cow Clicker is an incremental social network game on Facebook developed by video game researcher Ian Bogost. The game serves as a deconstructive satire of social games. The goal of the game is to earn "clicks" by clicking on a sprite of a cow every six hours. The addition of friends' cows to the player's pasture allows the user to also receive "clicks" whenever the player's cow is clicked. A premium currency known as "Mooney" allows the user to purchase different cow designs and skip the six-hour interval between clicks.“ Zdroj: https://en.wikipedia.org/wiki/Cow_Clicker 4 Cow clicker „In the wake of a controversial speech by Zynga's president at the Game Developers Choice Awards in 2010, Bogost developed Cow Clicker for a presentation at a New York University seminar on social gaming in July 2010.
    [Show full text]
  • Cookie Clicker: Gamification
    This is a repository copy of Cookie Clicker: Gamification. White Rose Research Online URL for this paper: https://eprints.whiterose.ac.uk/146788/ Version: Accepted Version Book Section: Deterding, Christoph Sebastian orcid.org/0000-0003-0033-2104 (2019) Cookie Clicker: Gamification. In: Hunteman, Nina and Payne, Mathew Thomas, (eds.) How to Play Video Games. NYU Press , New York , pp. 200-207. Reuse Items deposited in White Rose Research Online are protected by copyright, with all rights reserved unless indicated otherwise. They may be downloaded and/or printed for private study, or other acts as permitted by national copyright laws. The publisher or other rights holders may allow further reproduction and re-use of the full text version. This is indicated by the licence information on the White Rose Research Online record for the item. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Cookie Clicker Gamification Sebastian Deterding Abstract: Incremental games like Cookie Clicker are a perfect exemplar of gamification, using progress mechanics and other game features to make a rote act like clicking compelling. Hence, this chapter reads the game Cookie Clicker for its motivating features to illustrate the logic and limits of gamification. As I type these words into my text editor, the open browser tab next to it informs me that I am currently baking 62.526 sextillion cookies per second.
    [Show full text]
  • The End of Capitalism: Disengaging from the Economic Imaginary of Incremental Games
    The End of Capitalism: Disengaging from the Economic Imaginary of Incremental Games Dr Paolo Ruffino University of Liverpool Journal: Games and Culture (2019) Keywords: idle games; incremental games; interpassivity; automation; ’pataphysics Abstract The article investigates how players of the incremental game AdVenture Capitalist write about the end of the game, and the end of capitalism with it. The game visually and mechanically represents the economic imaginary of frictionless capitalism, characterized by endless and self-sufficient growth. AdVenture Capitalist has no end, and does not require the player’s interaction. The analysis shows that players’ responses to their marginalization from an endless simulation are pataphysical: they privilege the particular over the general, the imaginary over the real, the exceptional over the ordinary, and the contradictory over the axiomatic. In so doing, players occasionally raise imaginary solutions to the end of capitalism. Examining the written traces of players’ disengagement from the simulation, the article intervenes in broader debates regarding the effects of games. It concludes that exceptional cases of overinterpretation reveal a complex transformative approach towards video games and the political and economic ideology represented therein. 1 AdVenture Capitalist was released by Hyper Hippo Productions in 2014. It belongs to the genre of incremental and idle games: playful simulations that, once started, keep increasing their internal score regardless of player intervention. These games continue to play themselves and, theoretically, they never end. Player choices while playing the game are geared towards accelerating the overall score as quickly as possible, in the knowledge that (theoretically) the accumulation could continue forever. My aim here is to explore how players of AdVenture Capitalist write about the end of the game, and the end of capitalism with it.
    [Show full text]
  • Cows, Clicks, Ciphers, and Satire
    Cows, clicks, ciphers, and satire Tom Tyler NECSUS 4 (1): 199–208 DOI: 10.5117/NECSUS2015.1.TYLE Abstract The social network game Farmville, which allows players to grow crops, raise animals, and produce a variety of goods, proved enormously successful within a year of its launch in 2009, attracting 110 million Facebook users. However, the game has been criticised for its mindless mechanics, which require little more than repeated clicking on its colourful icons. By way of parody, Ian Bogost’s Cow Clicker permits its players to simply click on a picture of a cow once every six hours. In this essay I extend Bogost’s critique and suggest that Cow Clicker highlights not just the soulless inanity of Farmville gameplay but also the paucity of that game’s portrayal of the painful reality of a dairy cow’s punishing daily existence and untimely end. Keywords: absent referent, animals, Carol J. Adams, cipher, cow, Cow Clicker, factory farm, Farmville, Ian Bogost, new media, satire, social game, video game Farmville, launched in 2009, is a social game developed by Zynga that can be played on Facebook. As its name suggests, the game is a farming simu- lation which allows players to grow crops, raise animals, and produce a variety of goods. Gameplay involves clicking on land tiles in order to plough, plant, and then harvest maize, carrots, cabbages or any of a huge variety of crops, both real and fantastic, as well as clicking on cows, sheep, chickens and the like to generate milk, wool, eggs and other products, all of which generates virtual income.
    [Show full text]
  • ``It Started As a Joke'': on the Design of Idle Games
    Paper Session 7: Beyond the Stereotypical CHI PLAY'19, October 22–25, 2019, Barcelona, Spain “It Started as a Joke”: On the Design of Idle Games Katta Spiel1;2, Sultan A. Alharthi3, Andrew Jian-Lan Cen2, Jessica Hammer4, Lennart E. Nacke2, Z O. Toups3 and Tess Tanenbaum5 1e-media Research Lab, Katholieke Universiteit Leuven, Leuven, Belgium 2HCI Games Group, Games Institute, University of Waterloo, Waterloo, ON, CA 3Play & Interactive Experiences for Learning Lab, New Mexico State University, Las Cruces, NM, USA 4HCI Institute / Entertainment Technology Center, Carnegie Mellon University, Pittsburgh, PA, USA 5Transformative Play Lab, Department of Informatics, University of California, Irvine, CA, USA [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] ABSTRACT The design of these games appears to aim for alternative play With idle games, active withdrawal from the game comprises scenarios and reformulates the range of potential player experi- an essential part of gameplay as players wait for the game state ences. Instead of a singular grand and momentous experience to change over time. This mode of interaction is paradigmatic a traditional videogame is expected deliver in a specific set- for the change of roles technologies have in our lives. However, ting, these games merge with everyday life, offering brief the design elements of idle games are less well understood, and casual engagements [30]. Seeing as one of the early idle particularly from the perspectives of developers. We inter- games—Cow Clicker [G10]—was developed as part of an aca- viewed six designers of six different popular idle games and demic argument [7], researchers’ increased interest in defining inquired into their individual approaches.
    [Show full text]
  • Modus Operandi Modus Operandi
    18-08-16 The Rise and Fall Definition of genre parody of Social Games Parodies By Gabrielle Trépanier-Jobin "Repetition [of genre conventions] with ironic critical distance, marking difference rather than similarity" with the help of techniques such as: • reiteration • inversion • misdirection • literalization • extraneous inclusion • exaggeration (inspired by Hutcheon, 1985: xii and Harries, 2000) Clarifications Parodies' modus operandi • Parody is not a genre, but a discursive form or Balance between: discursive practice (Bakhtin, 1978) • Repetition => helps to identify the parody's target • Satires target social practices while parodies target discourses (Rose, 1993) • Difference => helps to infer the parodic intent • Parodies do not necessarily have to be comical (Hutcheon, 1985 : 77; Harries, 2000 : 34) (Hutcheon, 1995) Parodies' Success of parodic modus operandi communication Relies on: Most efficient parody techniques Repetition & 1. a good balance between repetition and Exaggeration & Difference difference literalization 2. the presence of interpretative clues in the text and paratext 1 18-08-16 Traditional genres Video game genres Based on the similarity of : Based on the similarity of the gameplay: • semantic elements (themes, iconography, etc.) • the challenges that the player has to overcome • syntactic elements (narrative structure, etc.) • the action that needs to be performed • stylistic elements (aesthetic, techniques, etc.) • the skills that are required (Altman, 1999) (Apperley, 2006 ; Arsenault, 2010; Wolf, 2001) Video
    [Show full text]